Elven Hellion
Cost Ability
15 Wood Elf
55 Savage
55 Brawler

125

Total Cost of Template

Race Package Deal
Wood Elves
Wood Elves are typically more durable and rugged than their cousin races. Less cerebral and more adventurous, Wood Elves tend to be less in touch with magic than their brethren, favoring more martial pursuits such as hunting and bowcraft.
Cost Ability
3 Graceful: +1 DEX
9 Graceful: +1 SPD
1 Attractive: +2 COM
6 Light of Foot: +3" Running
5 Tree Walker: Environmental Movement: Offset Narrow Surface, Climbing, Cramped Penalties in Trees
3 Alert: Lightsleep
6 Elven Senses: +2 PER All Senses
5 Elven Eyes: Nightvision
10 Elven Mind: +30 Mental Defense vs. Sleep & "Charm" Effects Only (-2)
3 Longevity: LS: 1000 Years
Value Disadvantages
-20 Normal Characteristic Maxima
-5 Distinctive Feature: Elf (Concealable w/ Magic, Noticed, Not Distinctive in Some Cultures)
-10 Psychological Limitation: Isolationist Mentality (Common, Moderate)
-2 Slight of Limb: -1 STR

+14

Total Cost of Package

Race Package Deal
Elf Options
With the GM's permission you may upgrade any of the Package Deals listed above with options selected from the list below, where appropriate at Character Creation. You may not later add any of these abilities to the existing Package Deal, though you may buy them separately. The GM must approve all additional Disadvantages take for a given package; simply loading up on extra Racial Enmities and similar should only be allowed if valid for the character's background.
Cost Ability
3* Racial Enmity: +1 All Combat, vs. Orc-kin Only (-2)
3* Racial Enmity: +1 All Combat, vs. Drow and Drow Servants Only (-2)
3* Elven Archery: +1 OCV w/ all Bows
2* Elven Longsword Training: +1 OCV w/ Long Swords
5* Elven Cool: +10 PRE; Defensive Use Only
6 Elven Graces: 1 level of Combat Luck
20 Elven Animal Ken: Animal Friendship (Animal Handler [All Categories], PRE +3)
25 Elven Awareness: Danger Sense (Area: Immediate Vicinity, Function as a Sense, Intuitional, Sensitivity: Out of Combat) 14-
8 Elven Combat Archery: Combat Archery (+5 OCV with Bows, Only to Prevent Hitting Non-Enemies When Firing Into Melees (-2))
10 Elven Charm: Fascination (+25 PRE; Incantations Throughout (-1/2), only to make "Stop And Listen To Me" Presense Attacks)
6 Elven Stride: Trackless Stride (Gliding 9"; Ground Gliding (-1/4))
10 Elven Anti-Concealment: Detect Concealed Doors & Passages, Discriminatory, Sense
10 Elven Fighting: Two Weapon Fighting: HtH
2 Elven Weapons Group: WF: Blades, Spears, Bows
* May take Multiple Times
Value Disadvantages
-2 Frail: -2 STR
-4 Fragile: -2 CON
-10 Psychological Limitation: Racial Enmity: Orc-kin (Uncommon, Strong)
-10 Psychological Limitation: Racial Enmity: Drow and Drow Servants (Uncommon, Strong)
-10 Psychological Limitation: Arrogant & Haughty (Common, Moderate)
-10 Psychological Limitation: Ethnocentricity (Common, Moderate)

Basic Package Deals
Savage
Savages are warriors from more primitive and / or less civilized lands who rely on sheer athleticism and moxy rather than fancy or well crafted armaments. Savages tend to focus on survival and overall fitness.
Savages can be somewhat similar to Light Foot but without concentrating overly much on the mastery of a specific weapon (to a Savage everything is a weapon), and with more concentration on raw athletic ability.
Despite the connotation of the word "savage", Savages are not ravening brutes by default; they are simply primal and unspoiled by more advanced modicums of behavior. Many Savages follow a personal or cultural Code of behavior that, while typically more practical and/or direct, is nevertheless as binding to them as a well defined Code of Chivalry is to the most hide-bound and chivalrous of Knights. This is a concept often referred to as "the Noble Savage".
Cost Ability
3 Strong: +3 STR
3 Quick: +1 DEX
10 Nimble: +1 SPD
6 Durable: +3 CON
6 Resilient: +3 BODY
16 Choose One:
 
  • Combat Skill Levels: +2 All Combat
 
  • Combat Skill Levels: +2 DCV and
    +2 OCV w/ Tight Group
 
  • Skill Levels: +1 Overall Level and
    +2 OCV w/ Tight Group
 
  • Penalty Skill Levels: +4 vs. Range Modifier with All Attacks and
    Telescopic Sight: +4 with Normal Sight only to Offset Range Penalties and
    Enhanced Perception: +2 PER with Normal Sight
2 AF: Light Armor Proficiency
1 AF: Shield Proficiency
6 WF: Common Melee, Common Missile, Uncommon Melee
2 Survival: Any 1 Environment
55 Total Ability Cost
Value Disadvantages
0 None
+55 Total Cost of Package
Cost Options
12 Fleet: +2" Run (8" Total), Reduced Endurance (0 End, +1/2), Affects Base
5 Frightening Intensity: +10 PRE; Offensive Use Only (-1)
5 Fearless: +10 PRE; Defensive Use Only (-1)
4 Weapon Strength: +8 STR, No Figured (-1/2), Only to Offset Strength Minima (-1/2)
10 Lethal: Deadly Blow: +1d6 Killing, any circumstance, any weapon
6 Shifty: Combat Luck (3 PD/3 ED)
4 Dodgy: Combat Luck (3 PD/3 ED) (6 Active Points); Only While Not Wearing Armor (-1/2)
4 Second Skin: Combat Luck (3 PD/3 ED) (6 Active Points); Only While Wearing Light Armor (-1/2)
5 Savage Resilience: Healing 1 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (20 Active Points); Extra Time (Regeneration-Only) 1 Hour (-2 1/4), Self Only (-1/2)
10 Savage Recovery: +15 REC (30 Active Points); Only When Taking A Non-Post Segment 12 Recovery In Combat (-2)
-5 Physical Limitation: Old Injury (Infrequently, Slightly Impairing)
-5 Psychological Limitation: Savage Code (Define) (Uncommon, Moderate)
-10 Psychological Limitation: Dislikes Magic & Those Who Use It (Common, Moderate)
-10 Rivalry with other Warriors (More Powerful, Group, Professional, Unaware, Outdo)
-5 Social Limitation: Savage (Feared & Discriminated against in cities) (Frequently; Minor; Not Limiting In Some Cultures)

Basic Package Deals
Brawler
Brawlers fight with knuckle and grit, grappling, punching, headbutting and assailing their opponents with their barehands and clubs of opportunity. Often found in bars, towns, and rough neighborhoods, some Brawlers are good enough to pit their skills against armed opponents or in an adventuring party. Some supplement their fisticuffs with a stout club or cross-train to learn other martial disciplines.
The player of a Brawler gets to build their own fighting style and it can be anything ranging from a well established and formalized system of fighting to just pure natural talent unique to the character as they wish, though additions to the history of the setting necessary to accomodate an established system are subject to GM modification or veto.
Cost Ability
2 Tough: +2 PD
3 Quick: +1 DEX
10 Nimble: +1 SPD
24 Brawling Martial Art (HtH Based)
3 Choose One:
 
  • Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, +10 STR for holding on
 
  • Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, STR +v/5, Target Falls
 
  • Takedown: 1/2 Phase, +1 OCV, +1 DCV, STR Strike; Target Falls
 
  • Flying Tackle: 1/2 Phase, +0 OCV, -1 DCV, STR +v/5 Strike; You Fall, Target Falls; FMove
 
  • Sacrifice Throw: 1/2 Phase, +2 OCV, +1 DCV, STR Strike; You Fall, Target Falls
 
  • Legsweep: 1/2 Phase, +2 OCV, -1 DCV, STR +1d6 Strike, Target Falls
 
  • Basic Strike: 1/2 Phase, +1 OCV, +0 DCV, STR +2d6 Strike
16 Choose Four:
 
  • Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
 
  • Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
 
  • Root: 1/2 Phase, +0 OCV, +0 DCV, 25 STR to resist Shove; Block, Abort
 
  • Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; +10 STR to Disarm roll 
 
  • Sacrifice Disarm: 1/2 Phase, +2 OCV, -2 DCV, Disarm, +10 STR to Disarm
 
  • Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND
 
  • Counterstrike: 1/2 Phase, +2 OCV, +2 DCV, STR + 2d6 Strike, Must Follow Block
 
  • Crush: 1/2 Phase, +0 OCV, +0 DCV, STR + 4d6 Crush, Must Follow Grab
 
  • Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, +15 STR vs. Grabs
 
  • Reversal: var Phase, -1 OCV, -2 DCV, +15 STR to Escape; Grab Two Limbs
 
  • Shove: 1/2 Phase, +0 OCV, +0 DCV, +15 STR to Shove
 
  • Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, STR +2d6 Strike
 
  • Fast Strike: 1/2 Phase, +2 OCV, +0 DCV, STR +2d6 Strike
 
  • Sacrifice Lunge: 1/2 Phase, +2 OCV, -2 DCV, STR +v/5; FMove
 
  • Charge: 1/2 Phase, +0 OCV, -2 DCV, STR +2d6 +v/5 Strike, FMove
 
  • +1 Damage Class w/ Martial Arts (not factored in)
5 Choose One:
 
  • Flying Dodge: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove
 
  • Flying Grab: 1/2 Phase, -2 OCV, -1 DCV, Grab Two Limbs, +10 STR for holding on; FMove
 
  • Takeaway: 1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, +10 STR to take weapon away
 
  • Defensive Strike: 1/2 Phase, +1 OCV, +3 DCV, STR Strike
 
  • Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, STR +4d6 Strike
 
  • Sacrifice Strike: 1/2 Phase, +1 OCV, -2 DCV, STR +4d6 Strike
 
  • Passing Strike: 1/2 Phase, +1 OCV, +0 DCV, STR +v/5; FMove
3 Choose One:
 
  • Muscular: +3 STR
 
  • Combat Skill Levels: +1 with Martial Arts
 
  • KS: Martial Art (INT)
 
  • KS: Martial Art (GEN) + 1
 
  • Acrobatics
6 Combat Skill Levels: +2 with Martial Arts
4 Combat Luck (3 PD/3 ED) (6 Active Points); Not While Wearing Armor (-1/2)
3 Breakfall
Value Disadvantages
0 None
+55 Total Cost of Package
Cost Options
2 WF: Common Martial Arts Weapons
1* Weapon Element with Martial Art
var More Maneuvers
+4* HtH Damage Classes; (Some GM's will put a cap on Damage Classes to prevent abuse; in this case to allow the Brawler to stay competitive, the GM should at least allow a cap of 1/100 Character Points of the Brawler rounded in their favor.)
+4* Combat Luck (3 PD/3 ED) (6 Active Points); Not While Wearing Armor (-1/2)
+12 Fleet: +2" Run (8" Total), Reduced Endurance (0 End, +1/2), Affects Base
5 Palooka Resilience: Healing 1 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (20 Active Points); Extra Time (Regeneration-Only) 1 Hour (-2 1/4), Self Only (-1/2)
10 Palooka Recovery: +15 REC (30 Active Points); Only When Taking A Non-Post Segment 12 Recovery In Combat (-2)
5 Frightening Intensity: +10 PRE; Offensive Use Only (-1)
-5 Reputation: Ill tempered Brawler 8-
-5 Physical Limitation: Old Injury (Infrequently, Slightly Impairing)
-10 Psychological Limitation: Roughneck Mentality (Common, Moderate)
-10 Rivalry with other Brawlers (More Powerful, Group, Professional, Unaware, Outdo)